using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace SpaceGame
{
	/// <summary>
	/// This is the main type for your game
	/// </summary>
	public class MainGame : Microsoft.Xna.Framework.Game
	{
		GraphicsDeviceManager graphics;
		SpriteBatch spriteBatch;

		public readonly GraphicsDeviceManager GraphicsManager;
		public readonly ScreenManager ScreenManager;
		//public readonly AudioManager AudioManager;

		public MainGame()
		{
			graphics = new GraphicsDeviceManager(this);
			Content.RootDirectory = "Content";

			graphics.PreferredBackBufferWidth = 800;
			graphics.PreferredBackBufferHeight = 480;
			graphics.SynchronizeWithVerticalRetrace = true;

#if WINDOWS_PHONE
			graphics.IsFullScreen = true;
#endif

			ScreenManager = new ScreenManager(this);
			Components.Add(ScreenManager);

			// create the audio manager
#if WINDOWS
            //AudioManager = new AudioManager(this,
            //    "Content\\Audio\\VectorRumble.xgs",
            //    "Content\\Audio\\VectorRumble.xwb",
            //    "Content\\Audio\\VectorRumble.xsb");
            //Services.AddService(typeof(AudioManager), AudioManager);
#endif
		}

		/// <summary>
		/// Allows the game to perform any initialization it needs to before starting to run.
		/// This is where it can query for any required services and load any non-graphic
		/// related content.  Calling base.Initialize will enumerate through any components
		/// and initialize them as well.
		/// </summary>
		protected override void Initialize()
		{
			// TODO: Add your initialization logic here

			base.Initialize();
#if WINDOWS_PHONE
			ScreenManager.AddScreen(new PhoneMainMenuScreen());
#else
			ScreenManager.AddScreen(new MainMenuScreen());
#endif
		}

		/// <summary>
		/// LoadContent will be called once per game and is the place to load
		/// all of your content.
		/// </summary>
		protected override void LoadContent()
		{
			// Create a new SpriteBatch, which can be used to draw textures.
			spriteBatch = new SpriteBatch(GraphicsDevice);

			// TODO: use this.Content to load your game content here
		}

		/// <summary>
		/// UnloadContent will be called once per game and is the place to unload
		/// all content.
		/// </summary>
		protected override void UnloadContent()
		{
			// TODO: Unload any non ContentManager content here
		}

		/// <summary>
		/// Allows the game to run logic such as updating the world,
		/// checking for collisions, gathering input, and playing audio.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Update(GameTime gameTime)
		{
			// Allows the game to exit
			//if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
			//    this.Exit();
			
			//AudioManager.Update(gameTime);

			base.Update(gameTime);
		}

		/// <summary>
		/// This is called when the game should draw itself.
		/// </summary>
		/// <param name="gameTime">Provides a snapshot of timing values.</param>
		protected override void Draw(GameTime gameTime)
		{
			GraphicsDevice.Clear(Color.Black);

			// TODO: Add your drawing code here

			base.Draw(gameTime);
		}
	}
}
